Scout in Ascent of the Old Ones | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Scout

Most people don’t want to spend more time away from settlements than they have to. You’re not one of them. You live and work out in the wild, the frontier or the wasteland, making sport out of dodging marauding raiders, pirates, predators and mutated fauna.   Scouts are couriers, wandering traders, bounty hunters, and scavengers. Some do it for the challenge, others to pursue profit. For some, the skills of a scout are simply necessary for their preferred way of life: more than a few prefer their solitude to the company of other people, even if it means a dangerous existence out in the wild.
Level Prof Features Scout's Instinct
1 2 Old Reliable, Primal Companion
2 2 Scout’s Instinct, Wanderer 2
3 2 Archetype Feature, Hidden Stash 3
4 2 Ability Score Improvement 4
5 3 Extra Attack 5
6 3 Exceptional Training 6
7 3 Archetype Feature 7
8 3 Ability Score Improvement, Vagabond 8
9 4 Bestial Fury 9
10 4 Hide in Plain Sight 10
11 4 Archetype Feature 11
12 4 Ability Score Improvement 12
13 5 13
14 5 Hardened Survivor 14
15 5 Archetype Feature 15
16 5 Ability Score Improvement 16
17 6 17
18 6 Acute Awareness 18
19 6 Ability Score Improvement 19
20 6 Tough as Nails 20

Hit Points

Hit Dice: 1d10 per Scout level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Scout level after 1st.  

Proficiencies

Armor: Light armor, medium armor, shields
Tools: None
Saving Throws: Strength, Constitution
Skills: Survival
Choose one from Animal Handling, Athletics, Insight, Investigation, Nature, Perception or Stealth.
Choose one from any other skill.  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) Any one melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• Any one melee weapon
• Carbide Armor or Tactical Nanofiber
• (a) A Bow and 20 arrows or (b) Crossbow and 20 bolts or (c) one Primary Arms weapon and 20 standard ammunition (any).
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Water bottle, Paracord (50')  

Multiclassing

If you multiclass into Scout you gain the following proficiencies: Medium Armor, and one skill chosen from the Scouts list.  

Class Features

As a Scout, you gain the following class features.  

Old Reliable

You own a signature ranged weapon which is your constant companion as you traverse the wastes. Choose one ranged weapon you own. You gain a +1 bonus to attack rolls you make with your Old Reliable.   You may spend an hour changing your signature weapon to a new one through careful modification and customization. It gains the Old Reliable property, and your old weapon loses it.  

Primal Companion

You are attuned to the wild and have tamed a beast as your companion, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block below, either - Beast of the Land, Beast of the Sea, or Beast of the Sky - which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block.   In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.   If the beast has died, when you finish a long rest, you can attempted to find a new beast (of the same, or different path). You must be in a situation where-in you can either find and train a new beast, or buy one.  

Beast of the Land

Medium beast
Armor Class: 13 + Proficiency Bonus (natural armor)
Hit Points: 5 + five times your Scout level (the beast has a number of Hit Dice [d8s] equal to your Scout level)
Speed: 40 ft., climb 40ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your save DC (8 + Primary Attack modifier + Proficiency) or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your primary attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + Proficiency Bonus slashing damage.  

Beast of the Sea

Medium beast
Armor Class: 13 + Proficiency Bonus (natural armor)
Hit Points: 5 + five times your Scout level (the beast has a number of Hit Dice [d8s] equal to your Scout level)
Speed: 5 ft., swim 60ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your primary attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + Proficiency Bonus piercing or bludgeoning damage (your choice), and the target is grappled, escape DC equals your save DC (8 + Primary Attack modifier + Proficiency). Until this grapple ends, the beast can't use this attack on another target.  

Beast of the Sky

Small beast
Armor Class: 13 + Proficiency Bonus (natural armor)
Hit Points: 4 + four times your Scout level (the beast has a number of Hit Dice [d6s] equal to your Scout level)
Speed: 10 ft., fly 60ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your primary attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.  

Wanderer

You’re an experienced traveler, and find no obstacle is too great. You gain the following benefits:   • You ignore the effects of permanent areas of difficult terrain encountered within wilderness and ruins. While travelling for an hour or more, this benefit extends to allies travelling with you due to your guidance.
• Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
• While outside, you can always find North.
• If you spend an hour familiarizing yourself with a location, you can mark it as your home. As long as you could sense your surroundings during travel, you always know the direction to your home.  

Scout's Instinct

You gain access to a pool of Scout’s Instinct points. You have a number of points equal to your level in this class.   You can spend one point of Scout’s Instinct in any of the following circumstances to roll one or more Instinct Dice, which are d6s, and add the roll to the result of another die roll you already made. Each point of Scout’s Instinct you spend creates one of the effects described in the list below. You can spend more than one point of Scout’s Instinct on a turn, but may only spend one point per ability check, attack roll, damage roll, or saving throw.   If an ability check, attack roll, damage roll, or saving throw is already benefiting from an inspiration or motivation die, you can’t also use your Scout’s Instinct on that roll. You can turn failure into success either through your own intuition and grit or thanks to the intervention of an inspiring ally, but not both.   You regain expended Scout’s Instinct after you finish a short or long rest.   Enhance Initiative
Immediately after making an ability check to determine initiative, roll 1d6 and add the result to your initiative check total.   Enhance Attack
Immediately after missing with an attack, roll 1d6 and add the result to your attack roll total.   Enhance Damage
Immediately after rolling damage, roll 2d6 and increase the total damage by that amount.   Enhance Defense
Immediately after you’re hit by another creature’s attack, but before that creature rolls damage, roll 1d6 and add the result to your AC against the attack.   Enhance Saving Throw
Immediately after you make a Strength, Dexterity, or Constitution saving throw, roll 1d6 and add the result to your saving throw total. You may spend your Scout’s Instinct after you know the saving throw has failed, but must do so before you suffer any of the effects of that failure.   Enhance Skill Check
Immediately after you make an Acrobatics, Athletics, Perception, Stealth, or Survival ability check, roll 1d6 and add the result to your ability check total. You may spend your Scout’s Instinct after you know the ability check has failed, but must do so before the consequences of that failure are declared.   Enhance Lethality
Immediately after you hit a target with your Old Reliable and the d20 rolled for the attack a natural 17, 18, or 19, increase the Old Reliable’s weapon damage by 2d6. You can’t use this feature if the attack is already considered a critical hit because of another feature, such as Improved Critical or Superior Critical.   However, if you do have either of those features the range of natural rolls which qualify for Enhance Lethality changes, as shown in the Enhance Lethality Range by Class Features table.
Feature Enhance Lethality Range
Normal Critical 17, 18, 19
Improved Critical 16, 17, 18
Superior Critical 15, 16, 17
Because you use it as a response to an attack roll, this use of Scout’s Instinct stacks with Enhance Damage which is a response to a damage roll.  

Archetype

You define the reasons you wander the wastes alone.   Scout Archetypes  

3 - Hidden Stash

When you no longer have any ammunition compatible with your Old Reliable, you may do a search of your surroundings. If you spent at least 10 minutes scavenging, you may roll 3d6. You immediately gain that many shots worth of the Old Reliable’s ammunition (or one Battery with that many charges remaining).   Once you’ve used this ability, you can’t do so again until after you finish a long rest.  

Ability Score Improvement

Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.   Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.  

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

Exceptional Training

Beginning at 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now overcome 5 points of damage reduction for physical attacks (Slashing, Piercing, Bludgeoning). This improves to 10 points of damage reduction negation at 13th level.  

Vagabond

Your long experience of life in the wilderness grants you the following benefits:
• You can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
• Creatures have disadvantage on Perception checks to detect you when there are other creatures that are not allied to you within the sight or hearing of the creature attempting the check.
• You always know which direction is North, even when inside or underground.  

Bestial Fury

Starting at 9th level, your beast may take the attack action on its turn as long as you are not incapacitated and can issue it a verbal command. Starting at 17th level, your beast can take two attacks instead of one using its attack action.  

Hide in Plain Sight

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you’re camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. If you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

Hardened Survivor

You gain 10 temporary hit points after completing a short or long rest.  

Acute Awareness

You gain an instinctive awareness of your immediate surroundings that helps you handle invisible enemies or foes blocked from view.   When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You’re also aware of the location of any invisible or unseen creature within 30 feet of you, provided you aren’t blinded or deafened and the creature isn’t successfully hiding from you using Dexterity (Stealth).  

Tough as Nails

Your self-reliance and survival against the odds have rendered you extremely resilient against harmful effects. You add half your Proficiency to all saving throws in which you’re not already Proficient.
Hit Die: d10   Saving Throw Proficiency:
Strength, Constitution   Armor Proficiencies:
Light and Medium armor, Shields   Archetype Options:
Scout Archetypes

Articles under Scout


Comments

Please Login in order to comment!